Add FSM components for player and enemy state management, including initialization and module resolution

This commit is contained in:
MaddoScientisto 2026-02-26 23:13:57 +01:00
commit b6cc5a00e8
57 changed files with 526 additions and 506 deletions

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@ -7,15 +7,23 @@ public partial class Idle : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Idle;
[Export] public EnemyStorage3D Storage { get; private set; }
[Export] public PlayerDetection3D PlayerDetection { get; private set; }
private EnemyStorage3D Storage { get; set; }
private PlayerDetection3D PlayerDetection { get; set; }
[Export] public GravityProvider GravityProvider { get; private set; }
private GravityProvider GravityProvider { get; set; }
[Export] public bool DebugEnabled { get; set; } = false;
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetection3D>();
GravityProvider ??= StateMachine.GetModule<GravityProvider>();
}
public override void EnterState()
{
base.EnterState();

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@ -1,32 +0,0 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class Init : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Init;
[Export] public EnemyStorage3D Storage {get; private set;}
[Export] public PlayerDetection3D DetectionProvider { get; private set; }
[Export] public ActorResourceProvider HealthProvider { get; private set; }
public override void EnterState()
{
//DamageReceiver.HealthProvider.MaxResource = StorageModule.Root.EnemyResource.MaxHealth;
DetectionProvider.Initialize(MainObject);
Storage.AiState = Storage.Root.StartingAiState;
Storage.HomePosition = MainObject.GlobalPosition;
// TODO: Hide wings
// TODO: Hide aiming reticule
HealthProvider.MaxResource = Storage.Root.EnemyResource.MaxHealth;
HealthProvider.FillResource();
StateMachine.SetState(EnemyState.Idle);
}
}

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@ -1 +0,0 @@
uid://cy34e3htvbvnl

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@ -0,0 +1,72 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class InitState : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Init;
private EnemyStorage3D Storage { get; set; }
private PlayerDetection3D DetectionProvider { get; set; }
private ActorResourceProvider HealthProvider { get; set; }
private int _initRetryCount = 0;
private const int MaxInitRetries = 20;
private const float InitRetryDelaySeconds = 0.05f;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
// Try an initial resolve; EnterState will retry if necessary
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
DetectionProvider ??= StateMachine.GetModule<PlayerDetection3D>();
HealthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
}
public override void EnterState()
{
// Attempt to complete initialization; if modules are missing, retry with a timer
TryCompleteInit();
}
private void TryCompleteInit()
{
// Attempt to resolve modules again in case they were attached after Init
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
DetectionProvider ??= StateMachine.GetModule<PlayerDetection3D>();
HealthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
if (Storage is null || DetectionProvider is null || HealthProvider is null)
{
_initRetryCount++;
if (_initRetryCount <= MaxInitRetries)
{
// Schedule a retry shortly to wait for other nodes to finish _Ready
var timer = GetTree().CreateTimer(InitRetryDelaySeconds);
timer.Timeout += TryCompleteInit;
return;
}
// Final failure: log detailed error and bail out to avoid throws
var actorName = MainObject?.Name ?? "<unknown>";
GD.PrintErr($"[InitState] Failed to resolve required modules on actor '{actorName}' after {_initRetryCount} attempts.\n" +
$" Storage: {(Storage is null ? "MISSING" : "OK")},\n" +
$" DetectionProvider: {(DetectionProvider is null ? "MISSING" : "OK")},\n" +
$" HealthProvider: {(HealthProvider is null ? "MISSING" : "OK")}");
return;
}
// All modules present, proceed with initialization
DetectionProvider.Initialize(MainObject);
Storage.AiState = Storage.Root.StartingAiState;
Storage.HomePosition = MainObject.GlobalPosition;
HealthProvider.MaxResource = Storage.Root.EnemyResource.MaxHealth;
HealthProvider.FillResource();
// Transition to the Idle state now that initialization is complete
StateMachine.SetState(EnemyState.Idle);
}
}

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@ -0,0 +1 @@
uid://dkmwqvhenu1xq

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@ -9,20 +9,30 @@ public partial class Shooting : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Shooting;
[Export] public EnemyStorage3D Storage { get; private set; }
private EnemyStorage3D Storage { get; set; }
[Export] public PlayerDetection3D PlayerDetection { get; private set; }
private PlayerDetection3D PlayerDetection { get; set; }
[Export] public Weapon3D EquippedWeapon;
[Export] public NavigationProvider3D NavigationModule { get; private set; }
private NavigationProvider3D NavigationModule { get; set; }
[Export] public GravityProvider GravityProvider { get; private set; }
private GravityProvider GravityProvider { get; set; }
private bool _isPlayerInRange = false;
private Vector3? _currentStrafeTarget = null;
private float _strafeSpeed => Storage.EnemyData.StrafeSpeed;
private bool _isPlayerInRange;
private Vector3? _currentStrafeTarget;
private float StrafeSpeed => Storage.EnemyData.StrafeSpeed;
private double _responseTimer;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetection3D>();
NavigationModule ??= StateMachine.GetModule<NavigationProvider3D>();
GravityProvider ??= StateMachine.GetModule<GravityProvider>();
}
private double _responseTimer = 0;
public override void EnterState()
{
base.EnterState();
@ -31,12 +41,13 @@ public partial class Shooting : EnemyStateBase3D
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
//DamageReceiver.ChangeState(true);
//DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
if (Storage is null || PlayerDetection is null) return;
EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
EquippedWeapon.Init();
if (EquippedWeapon != null)
{
EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
EquippedWeapon.Init();
}
_currentStrafeTarget = null;
@ -56,24 +67,22 @@ public partial class Shooting : EnemyStateBase3D
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
//DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
_currentStrafeTarget = null;
//DamageReceiver.ChangeState(false);
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (Storage is null || PlayerDetection is null || NavigationModule is null || GravityProvider is null)
return;
if (PlayerDetection.IsPlayerInRange(Storage.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
{
// SHOOT
Shoot();
if (_strafeSpeed > 0)
if (StrafeSpeed > 0)
{
// Check if a strafe position is needed
if (!_currentStrafeTarget.HasValue || NavigationModule.IsNavigationFinished())
@ -100,7 +109,7 @@ public partial class Shooting : EnemyStateBase3D
if (_currentStrafeTarget.HasValue)
{
NavigationModule.SetTarget(_currentStrafeTarget.Value);
NavigationModule.Move(_strafeSpeed);
NavigationModule.Move(StrafeSpeed);
}
// Calculate gravity
@ -111,6 +120,8 @@ public partial class Shooting : EnemyStateBase3D
private Vector3? CalculateStrafePosition()
{
if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return null;
var playerPos = PlayerDetection.LastKnownPlayerPosition.Value;
var enemyPos = MainObject.GlobalPosition;
@ -149,16 +160,10 @@ public partial class Shooting : EnemyStateBase3D
private Vector2 GetShootDirection()
{
// if (Storage.EnemyData.PredictPlayer && PlayerDetection.LastKnowPlayerVelocity.HasValue)
// {
// var predictedDirection = MathFunctions.PredictInterceptPosition(MainObject.GlobalPosition,
// PlayerDetection.LastKnownPlayerPosition.Value, PlayerDetection.LastKnowPlayerVelocity.Value,
// EquippedWeapon.WeaponData.BulletData.BulletSpeed);
// if (predictedDirection.HasValue) return (predictedDirection.Value - MainObject.GlobalPosition).Normalized();
//
// }
return ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).ToVector2().Normalized();
if (!PlayerDetection.LastKnownPlayerPosition.HasValue)
return Vector2.Zero;
return (PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).ToVector2().Normalized();
}
private void Shoot()

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@ -8,16 +8,26 @@ public partial class Alert : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Alert;
[Export] public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
[Export] public PlayerDetectionModule PlayerDetection { get; private set; }
private PlayerDetectionModule PlayerDetection { get; set; }
[Export] public GenericDamageReceiver DamageReceiver { get; private set; }
private GenericDamageReceiver DamageReceiver { get; set; }
[Export] public NavigationMovementModule NavigationModule { get; private set; }
private NavigationMovementModule NavigationModule { get; set; }
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
// Try to resolve modules via the state machine so the same modules can be reused without per-state exports
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
NavigationModule ??= StateMachine.GetModule<NavigationMovementModule>();
}
public override void EnterState()
{
base.EnterState();
@ -25,8 +35,6 @@ public partial class Alert : EnemyStateBase
PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
//_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
//GD.Print($"Player In Range: {_isPlayerInRange}");
PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;

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@ -8,17 +8,14 @@ public partial class Controlled : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Controlled;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
private GenericDamageReceiver DamageReceiver { get; set; }
[Export]
private InputProvider _inputProvider;
[Export]
public PlayerCrosshairProvider CrosshairProvider { get; private set; }
private PlayerCrosshairProvider CrosshairProvider { get; set; }
[Export] public Weapon EquippedWeapon { get; private set; }
@ -28,6 +25,14 @@ public partial class Controlled : EnemyStateBase
private bool _isStrafing = false;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
CrosshairProvider ??= StateMachine.GetModule<PlayerCrosshairProvider>();
}
public override void EnterState()
{
base.EnterState();
@ -80,10 +85,6 @@ public partial class Controlled : EnemyStateBase
if (Input.IsActionJustPressed(ControlEndAction))
{
// if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
// {
// ResumeControl();
// }
StateMachine.SetState(EnemyState.Idle);
}
@ -126,7 +127,6 @@ public partial class Controlled : EnemyStateBase
// Shoot at the player's last known position
EquippedWeapon.ShootDirection = direction;
//StorageModule.FacingDirection = direction;
//StorageModule.FacingDirection = direction.SnapToCardinal().Normalized();
EquippedWeapon.Shoot(BulletOwner.Player);

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@ -7,18 +7,16 @@ public partial class Dead : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Dead;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
[Export]
public EnemyDropsProvider DropsProvider { get; private set; }
private EnemyDropsProvider DropsProvider { get; set; }
// public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
// {
// base.Init(machine);
//
//
// }
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
DropsProvider ??= StateMachine.GetModule<EnemyDropsProvider>();
}
public override void EnterState()
{

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@ -3,16 +3,15 @@ using System.Linq;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.Loot;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class EnemyStorageModule : Node2D, IFSMStorage
public partial class EnemyStorageModule : Node2D, IFSMStorage, IActorStorage
{
[Export]
public EnemyFSMProxy Root { get; private set; }
public Node2D RootAsNode => Root;
public Node RootAsNode => Root;
public EnemyResource EnemyData => Root.EnemyResource;

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@ -11,21 +11,22 @@ public partial class Idle : EnemyStateBase
// Scan for player, move to alert if found
// Receive damage, move to alert if received
[Export]
public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
[Export]
public PlayerDetectionModule PlayerDetection { get; private set; }
private PlayerDetectionModule PlayerDetection { get; set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
private GenericDamageReceiver DamageReceiver { get; set; }
// public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
// {
// base.Init(machine);
// }
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
}
public override void EnterState()
{
base.EnterState();

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@ -1 +0,0 @@
uid://rrelumir3g6n

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@ -4,15 +4,20 @@ using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class Init : EnemyStateBase
public partial class InitState : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Init;
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
private GenericDamageReceiver DamageReceiver { get; set; }
[Export]
public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
}
public override void EnterState()
{

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@ -0,0 +1 @@
uid://geli5yyi4m8d

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@ -9,17 +9,13 @@ public partial class Shooting : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Shooting;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
[Export]
public PlayerDetectionModule PlayerDetection { get; private set; }
private PlayerDetectionModule PlayerDetection { get; set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
private GenericDamageReceiver DamageReceiver { get; set; }
[Export]
public NavigationMovementModule NavigationModule { get; private set; }
private NavigationMovementModule NavigationModule { get; set; }
// [Export] public float MaxStrafeDistance { get; private set; } = 64f;
// [Export] public float MinStrafeDistance { get; private set; } = 16f;
@ -34,6 +30,15 @@ public partial class Shooting : EnemyStateBase
private double _responseTimer = 0;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
NavigationModule ??= StateMachine.GetModule<NavigationMovementModule>();
}
public override void EnterState()
{
base.EnterState();